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Additional info for Gaming Rhythms: Play and Counterplay from the Situated to the Global

Sample text

The increasing importance of networked gaming—both multi-sited and in particular locations—highlights the importance of moving beyond descriptions of player-machine interactions by examining the situated ecology of gaming to establish specific accounts of digital game play. Compulsions are further enhanced in this situation, by the increasing administrative role that player-developed networks play in online gaming that has produced an offline social dimension to gaming practices. 50 The necessity of the players’ action to enable the execution of the game, either through the demands of the linear rhythm of the game, or the community which has emerged from its play, establishes a dynamic where the player under a compulsion to act, and act in a certain way, to maintain the eurhythmia of the situated ecology.

78 Navarro, A. (2005). ‘Animal Crossing: Review’. Gamespot. 79 Apperley, T. (2007a). ‘Games Without Borders: Globalization, Gaming and Mobility in Venezuela’. In G. Goggin and L. ). Mobile Media 2007: Proceeding of an International Conference on Social and Cultural Aspects of Mobile Phones, Convergent Media, and Wireless Technologies (pp. 171-178) Sydney: University of Sydney Press. 80 Chesher, C. (2004). ‘Neither a Gaze Nor a Glance, but a Glaze: Relating to Console Game Screens’. 1. 81 King, G.

Media International Australia 110: pp. 83-84. 74 See pages xviii-xix of Philip Wander’s ‘Introduction’ to Lefebvre, H. Everyday Life in the Modern World: Volume 2. New Brunswick: Transaction Books. 75 Lefebvre and Régulier ‘Rhythmanalysis of Mediterranean Cities’: p. 239. 76 An English translation of the original Japanese title. 77 Aporia is used here in the same manner as Aarseth (1999), to evoke the sense of boredom 32 THEORY ON DEMAND and frustration that accompanies the near-completion of a level.

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